20 International Journal of Game-Based Learning, 1(4), 20-36, October-December 2011 Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Keywords: Gaming, Gaming Addiction, Gender Swapping, Massively Multiplayer Online Role Playing Games, Online Gaming, Online Socializing, Social Interaction INTRODUCTION Massively Multiplayer Online Role-Playing Games (MMORPGs) are fully developed multi- player universes with an advanced and detailed visual and auditory world in which players create Social Interactions in Online Gaming Mark D. Grifiths, Nottingham Trent University, UK Zaheer Hussain, University of Derby, UK Sabine M. Grüsser, Charité–University Medicine Berlin, Germany Ralf Thalemann, Charité–University Medicine Berlin, Germany Helena Cole, Nottingham Trent University, UK Mark N.O. Davies, University of East London, UK Darren Chappell, Nottingham Trent University, UK ABSTRACT This paper briely overviews ive studies examining massively multiplayer online role-playing games (MMORPGs). The irst study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Signiicantly more male gamers than female gamers said that they found it easier to converse online than ofline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. an individualistic character (Griffiths, Davies, & Chappell, 2004). This is the only setting where millions of users voluntarily immerse themselves in a graphical virtual environment and interact with each other through avatars on a daily basis (Yee, 2007). Research suggests that the game play within these virtual worlds is enhanced because players use them as traditional games as well as arenas in which to explore DOI: 10.4018/ijgbl.2011100103